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-- Mapgen 2.0
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-- Thursday April 23, 2015
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vmg.noises = {
-- Noise 1 : Base Ground Height 2D
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{ offset = - 10 , scale = 50 , seed = 5202 , spread = { x = 1024 , y = 1024 , z = 1024 } , octaves = 6 , persist = 0.4 , lacunarity = 2 } ,
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-- Noise 2 : Valleys (River where around zero) 2D
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{ offset = 0 , scale = 1 , seed = - 6050 , spread = { x = 256 , y = 256 , z = 256 } , octaves = 5 , persist = 0.6 , lacunarity = 2 } ,
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-- Noise 3 : Valleys Depth 2D
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{ offset = 5 , scale = 4 , seed = - 1914 , spread = { x = 512 , y = 512 , z = 512 } , octaves = 1 , persist = 1 , lacunarity = 2 } ,
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-- Noise 4 : Valleys Profile (Higher values = Larger valleys) 2D
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{ offset = 0.6 , scale = 0.5 , seed = 777 , spread = { x = 512 , y = 512 , z = 512 } , octaves = 1 , persist = 1 , lacunarity = 2 } ,
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-- Noise 5 : Inter-valleys slopes 2D
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{ offset = 0.5 , scale = 0.5 , seed = 746 , spread = { x = 128 , y = 128 , z = 128 } , octaves = 1 , persist = 1 , lacunarity = 2 } ,
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-- Noise 6 : Inter-valleys filling 3D
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{ offset = 0 , scale = 1 , seed = 1993 , spread = { x = 256 , y = 512 , z = 256 } , octaves = 6 , persist = 0.8 , lacunarity = 2 } ,
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-- Noise 7 : Dirt thickness 2D
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{ offset = 3 , scale = 1.75 , seed = 1605 , spread = { x = 256 , y = 256 , z = 256 } , octaves = 3 , persist = 0.5 , lacunarity = 2 } ,
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-- Noise 8 : Caves I 3D
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{ offset = 0 , scale = 1 , seed = - 4640 , spread = { x = 32 , y = 32 , z = 32 } , octaves = 4 , persist = 0.5 , lacunarity = 2 } ,
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-- Noise 9 : Caves II 3D
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{ offset = 0 , scale = 1 , seed = 8804 , spread = { x = 32 , y = 32 , z = 32 } , octaves = 4 , persist = 0.5 , lacunarity = 2 } ,
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-- Noise 10 : Caves III 3D
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{ offset = 0 , scale = 1 , seed = - 4780 , spread = { x = 32 , y = 32 , z = 32 } , octaves = 4 , persist = 0.5 , lacunarity = 2 } ,
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-- Noise 11 : Caves IV and Lava I 3D
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{ offset = 0 , scale = 1 , seed = - 9969 , spread = { x = 32 , y = 32 , z = 32 } , octaves = 4 , persist = 0.5 , lacunarity = 2 } ,
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-- Noise 12 : Lava II (Geologic heat) 3D
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{ offset = 0 , scale = 1 , seed = 3314 , spread = { x = 64 , y = 64 , z = 64 } , octaves = 4 , persist = 0.5 , lacunarity = 2 } ,
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-- Noise 13 : Clayey dirt noise 2D
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{ offset = 0 , scale = 1 , seed = 2835 , spread = { x = 256 , y = 256 , z = 256 } , octaves = 5 , persist = 0.5 , lacunarity = 4 } ,
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-- Noise 14 : Silty dirt noise 2D
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{ offset = 0 , scale = 1 , seed = 6674 , spread = { x = 256 , y = 256 , z = 256 } , octaves = 5 , persist = 0.5 , lacunarity = 4 } ,
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-- Noise 15 : Sandy dirt noise 2D
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{ offset = 0 , scale = 1 , seed = 6940 , spread = { x = 256 , y = 256 , z = 256 } , octaves = 5 , persist = 0.5 , lacunarity = 4 } ,
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-- Noise 16 : Beaches 2D
{ offset = 2 , scale = 8 , seed = 2349 , spread = { x = 256 , y = 256 , z = 256 } , octaves = 3 , persist = 0.5 , lacunarity = 2 } ,
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-- Noise 17 : Temperature (not in maps) 3D
{ offset = 2 , scale = 1 , seed = - 1805 , spread = { x = 768 , y = 256 , z = 768 } , octaves = 4 , persist = 0.5 , lacunarity = 4 } ,
-- Noise 18 : Humidity (not in maps) 2D
{ offset = 0 , scale = 1 , seed = - 5787 , spread = { x = 243 , y = 243 , z = 243 } , octaves = 4 , persist = 0.5 , lacunarity = 3 } ,
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}
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function vmg . noisemap ( i , minp , chulens )
local obj = minetest.get_perlin_map ( vmg.noises [ i ] , chulens )
if minp.z then
return obj : get3dMap_flat ( minp )
else
return obj : get2dMap_flat ( minp )
end
end
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for i , n in ipairs ( vmg.noises ) do
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vmg.noises [ i ] = vmg.define ( " noise_ " .. i , n )
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end
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vmg.after_mapgen = { }
function vmg . register_after_mapgen ( f , ... )
table.insert ( vmg.after_mapgen , { f = f , ... } )
end
function vmg . execute_after_mapgen ( )
for i , params in ipairs ( vmg.after_mapgen ) do
params.f ( unpack ( params ) )
end
vmg.after_mapgen = { }
end
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local average_stone_level = vmg.define ( " average_stone_level " , 180 )
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local dirt_thickness = math.sqrt ( average_stone_level ) / ( vmg.noises [ 7 ] . offset + 0.5 )
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local river_size = vmg.define ( " river_size " , 5 ) / 100
local caves_size = vmg.define ( " caves_size " , 7 ) / 100
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local lava_depth = vmg.define ( " lava_depth " , 2000 )
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local lava_max_height = vmg.define ( " lava_max_height " , - 1 )
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local altitude_chill = vmg.define ( " altitude_chill " , 90 )
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local player_max_distance = vmg.define ( " player_max_distance " , 450 )
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local clay_threshold = vmg.define ( " clay_threshold " , 1 )
local silt_threshold = vmg.define ( " silt_threshold " , 1 )
local sand_threshold = vmg.define ( " sand_threshold " , 0.75 )
local dirt_threshold = vmg.define ( " dirt_threshold " , 0.5 )
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local water_level = vmg.define ( " water_level " , 1 )
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function vmg . generate ( minp , maxp , seed )
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local minps , maxps = minetest.pos_to_string ( minp ) , minetest.pos_to_string ( maxp )
if vmg.loglevel >= 2 then
print ( " [Valleys Mapgen] Preparing to generate map from " .. minps .. " to " .. maxps .. " ... " )
elseif vmg.loglevel == 1 then
print ( " [Valleys Mapgen] Generating map from " .. minps .. " to " .. maxps .. " ... " )
end
local t0 = os.clock ( )
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local c_stone = minetest.get_content_id ( " default:stone " )
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local c_dirt = minetest.get_content_id ( " default:dirt " )
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local c_lawn = minetest.get_content_id ( " default:dirt_with_grass " )
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local c_dirt_clay = minetest.get_content_id ( " valleys_mapgen:dirt_clayey " )
local c_lawn_clay = minetest.get_content_id ( " valleys_mapgen:dirt_clayey_with_grass " )
local c_dirt_silt = minetest.get_content_id ( " valleys_mapgen:dirt_silty " )
local c_lawn_silt = minetest.get_content_id ( " valleys_mapgen:dirt_silty_with_grass " )
local c_dirt_sand = minetest.get_content_id ( " valleys_mapgen:dirt_sandy " )
local c_lawn_sand = minetest.get_content_id ( " valleys_mapgen:dirt_sandy_with_grass " )
local c_desert_sand = minetest.get_content_id ( " default:desert_sand " )
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local c_sand = minetest.get_content_id ( " default:sand " )
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local c_gravel = minetest.get_content_id ( " default:gravel " )
local c_silt = minetest.get_content_id ( " valleys_mapgen:silt " )
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local c_clay = minetest.get_content_id ( " valleys_mapgen:red_clay " )
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local c_water = minetest.get_content_id ( " default:water_source " )
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local c_lava = minetest.get_content_id ( " default:lava_source " )
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local c_tree = minetest.get_content_id ( " default:tree " )
local c_leaves = minetest.get_content_id ( " default:leaves " )
local c_apple = minetest.get_content_id ( " default:apple " )
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local c_jungletree = minetest.get_content_id ( " default:jungletree " )
local c_jungleleaves = minetest.get_content_id ( " default:jungleleaves " )
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local c_air = minetest.get_content_id ( " air " )
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local c_ignore = minetest.get_content_id ( " ignore " )
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local vm , emin , emax = minetest.get_mapgen_object ( " voxelmanip " )
local data = vm : get_data ( )
local a = VoxelArea : new ( { MinEdge = emin , MaxEdge = emax } )
local chulens = vector.add ( vector.subtract ( maxp , minp ) , 1 )
local chulens_sup = { x = chulens.x , y = chulens.y + 6 , z = chulens.z }
local minp2d = pos2d ( minp )
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local t1 = os.clock ( )
if vmg.loglevel >= 2 then
print ( " [Valleys Mapgen] Mapgen preparation finished in " .. t1 - t0 .. " s " )
print ( " [Valleys Mapgen] Calculating noises ... " )
end
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local n1 = vmg.noisemap ( 1 , minp2d , chulens )
local n2 = vmg.noisemap ( 2 , minp2d , chulens )
local n3 = vmg.noisemap ( 3 , minp2d , chulens )
local n4 = vmg.noisemap ( 4 , minp2d , chulens )
local n5 = vmg.noisemap ( 5 , minp2d , chulens )
local n6 = vmg.noisemap ( 6 , minp , chulens_sup )
local n7 = vmg.noisemap ( 7 , minp2d , chulens )
local n8 = vmg.noisemap ( 8 , minp , chulens )
local n9 = vmg.noisemap ( 9 , minp , chulens )
local n10 = vmg.noisemap ( 10 , minp , chulens )
local n11 = vmg.noisemap ( 11 , minp , chulens )
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local n12 = vmg.noisemap ( 12 , minp , chulens )
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local n13 = vmg.noisemap ( 13 , minp2d , chulens )
local n14 = vmg.noisemap ( 14 , minp2d , chulens )
local n15 = vmg.noisemap ( 15 , minp2d , chulens )
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local n16 = vmg.noisemap ( 16 , minp2d , chulens )
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local t2 = os.clock ( )
if vmg.loglevel >= 2 then
print ( " [Valleys Mapgen] Noises calculation finished in " .. t2 - t1 .. " s " )
print ( " [Valleys Mapgen] Collecting data ... " )
end
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local i2d = 1 -- index for 2D noises
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local i3d_sup = 1 -- index for noise 6 which has a special size
local i3d = 1 -- index for 3D noises
-- Calculate increments
local i2d_incrZ = chulens.z
local i2d_decrX = chulens.x * chulens.z - 1
local i3d_incrY = chulens.y
local i3d_sup_incrZ = 6 * chulens.y
local i3d_decrX = chulens.x * chulens.y * chulens.z - 1
local i3d_sup_decrX = chulens.x * ( chulens.y + 6 ) * chulens.z - 1
for x = minp.x , maxp.x do -- for each YZ plane
for z = minp.z , maxp.z do -- for each vertical line in this plane
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local v1 , v2 , v3 , v4 , v5 , v7 , v13 , v14 , v15 , v16 = n1 [ i2d ] , n2 [ i2d ] , n3 [ i2d ] , n4 [ i2d ] , n5 [ i2d ] , n7 [ i2d ] , n13 [ i2d ] , n14 [ i2d ] , n15 [ i2d ] , n16 [ i2d ] -- n for noise, v for value
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v3 = v3 ^ 2 -- v3 must be > 0 and by the square there are high mountains but the median valleys depth is small.
local base_ground = v1 + v3 -- v3 is here because terrain is generally higher when valleys are deep (mountains)
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local river = math.abs ( v2 ) < river_size
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local valleys = v3 * ( 1 - math.exp ( - ( v2 / v4 ) ^ 2 ) ) -- use the curve of the function 1− exp(− (x/a)²) to modelise valleys. Making "a" varying 0 < a ≤ 1 will change the shape of the valleys. Try it with a geometry software ! (here x = v2 and a = v4)
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local mountain_ground = base_ground + valleys
local slopes = v5 * valleys
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if river then
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mountain_ground = math.min ( math.max ( base_ground - 3 , water_level - 6 ) , mountain_ground )
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slopes = 0
end
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-- Choose biome
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local dirt = c_dirt
local lawn = c_lawn
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local max = math.max ( v13 , v14 , v15 ) -- the biome is the maximal of these 3 values, if bigger than 0.5. Else, make normal dirt.
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if max > dirt_threshold then
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if v13 == max then
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if v13 > clay_threshold then
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dirt = c_clay
lawn = c_clay
else
dirt = c_dirt_clay
lawn = c_lawn_clay
end
elseif v14 == max then
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if v14 > silt_threshold then
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dirt = c_silt
lawn = c_silt
else
dirt = c_dirt_silt
lawn = c_lawn_silt
end
else
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if v15 > sand_threshold then
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dirt = c_desert_sand
lawn = c_desert_sand
else
dirt = c_dirt_sand
lawn = c_lawn_sand
end
end
end
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local is_beach = v15 > 0 and v16 > 0
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local beach = v15 * v16 + water_level -- the y coordinate below which dirt is replaced by beach sand
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for y = minp.y , maxp.y do -- for each node in vertical line
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local ivm = a : index ( x , y , z )
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local v6 , v8 , v9 , v10 , v11 , v12 = n6 [ i3d_sup ] , n8 [ i3d ] , n9 [ i3d ] , n10 [ i3d ] , n11 [ i3d ] , n12 [ i3d ]
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local is_cave = v8 ^ 2 + v9 ^ 2 + v10 ^ 2 + v11 ^ 2 < caves_size
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if v6 * slopes > y - mountain_ground then -- if pos is in the ground
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if not is_cave then
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local above = math.ceil (
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v7 + math.random ( ) - math.sqrt ( math.abs ( y ) ) / dirt_thickness -- The following code will look for air at this many nodes up. If any, make dirt, else, make stone. So, it's the dirt layer thickness.
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)
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if above <= 0 then
data [ ivm ] = c_stone
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elseif y >= water_level and n6 [ i3d_sup + i3d_incrY ] * slopes <= y + 1 - mountain_ground and not river then
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if is_beach and y < beach then
data [ ivm ] = c_sand
else
data [ ivm ] = lawn -- if node above is not in the ground, place lawn
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if math.random ( 20 ) == 1 then -- make a tree
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y = y + 1
local pos = { x = x , y = y , z = z }
local v17 = vmg.get_noise ( pos , 17 )
local v18 = vmg.get_noise ( pos , 18 )
local temp -- calculate_temperature
if y > 0 then
temp = v17 * 0.5 ^ ( y / altitude_chill )
else
temp = v17 * 0.5 ^ ( - y / altitude_chill ) + 20 * ( v12 + 1 ) * ( 1 - 2 ^ ( y / lava_depth ) )
end
local humidity -- calculate humidity
local hraw = 2 ^ ( v13 - v15 + v18 * 2 )
local sea_water = 0.5 ^ math.max ( ( y - water_level ) / 6 , 0 )
local river_water = 0.5 ^ math.max ( ( y - base_ground ) / 3 , 0 )
local water = sea_water + ( 1 - sea_water ) * river_water
humidity = hraw + water
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-- choose a tree from climatic and geological conditions
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if v15 < 0.6 and temp >= 0.5 and temp < 2.3 and humidity < 3 and v16 < 0 and v14 > - 0.5 and v13 < 0.8 then
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local rand = math.random ( )
local height = math.floor ( 4 + 2.5 * rand )
local radius = 3 + rand
if math.random ( 1 , 4 ) == 1 then
vmg.grow_apple_tree ( pos , data , a , height , radius , c_tree , c_leaves , c_apple , c_air , c_ignore )
else
vmg.grow_tree ( pos , data , a , height , radius , c_tree , c_leaves , c_air , c_ignore )
end
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elseif v15 < 0.7 and temp >= 2.5 and humidity > 2 and v16 > - 0.1 then
local rand = math.random ( )
local height = math.floor ( 8 + 4 * rand )
local radius = 5 + 3 * rand
vmg.grow_jungle_tree ( pos , data , a , height , radius , c_jungletree , c_jungleleaves , c_air , c_ignore )
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end
y = y - 1
end
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end
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elseif n6 [ i3d_sup + above * i3d_incrY ] * slopes <= y + above - mountain_ground then -- if node at "above" nodes up is not in the ground, make dirt
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if is_beach and y < beach then
data [ ivm ] = c_sand
else
data [ ivm ] = dirt
end
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else
data [ ivm ] = c_stone
end
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elseif v11 + v12 > 2 ^ ( y / lava_depth ) and y <= lava_max_height then
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data [ ivm ] = c_lava
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end
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elseif y <= water_level or river and y - 2 <= mountain_ground then -- if pos is not in the ground, and below water_level, it's an ocean
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data [ ivm ] = c_water
end
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i3d = i3d + i3d_incrY -- increment i3d by one line
i3d_sup = i3d_sup + i3d_incrY -- idem
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end
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i2d = i2d + i2d_incrZ -- increment i2d by one Z
-- useless to increment i3d, because increment would be 0 !
i3d_sup = i3d_sup + i3d_sup_incrZ -- for i3d_sup, just avoid the 6 supplemental lines
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end
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i2d = i2d - i2d_decrX -- decrement the Z line previously incremented and increment by one X (1)
i3d = i3d - i3d_decrX -- decrement the YZ plane previously incremented and increment by one X (1)
i3d_sup = i3d_sup - i3d_sup_decrX -- idem, including the supplemental lines
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end
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vmg.execute_after_mapgen ( ) -- needed for jungletree roots
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local t3 = os.clock ( )
if vmg.loglevel >= 2 then
print ( " [Valleys Mapgen] Data collecting finished in " .. t3 - t2 .. " s " )
print ( " [Valleys Mapgen] Writing data ... " )
end
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-- execute voxelmanip boring stuff to write to the map
vm : set_data ( data )
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minetest.generate_ores ( vm , minp , maxp )
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vm : set_lighting ( { day = 0 , night = 0 } )
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vm : calc_lighting ( )
vm : update_liquids ( )
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vm : write_to_map ( )
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local t4 = os.clock ( )
if vmg.loglevel >= 2 then
print ( " [Valleys Mapgen] Data writing finished in " .. t4 - t2 .. " s " )
end
if vmg.loglevel >= 1 then
print ( " [Valleys Mapgen] Mapgen finished in " .. t4 - t0 .. " s " )
end
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end
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dofile ( vmg.path .. " /trees.lua " )
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function vmg . get_humidity_raw ( pos )
local v13 = vmg.get_noise ( pos , 13 )
local v15 = vmg.get_noise ( pos , 15 )
local v18 = vmg.get_noise ( pos , 18 )
return 2 ^ ( v13 - v15 + v18 * 2 )
end
function vmg . get_humidity ( pos )
local y = pos.y
local flatpos = pos2d ( pos )
local hraw = vmg.get_humidity_raw ( flatpos )
local v1 = vmg.get_noise ( flatpos , 1 )
local v3 = vmg.get_noise ( flatpos , 3 ) ^ 2
local base_ground = v1 + v3
local sea_water = 0.5 ^ math.max ( ( y - water_level ) / 6 , 0 )
local river_water = 0.5 ^ math.max ( ( y - base_ground ) / 3 , 0 )
local water = sea_water + ( 1 - sea_water ) * river_water
return hraw + water
end
function vmg . get_temperature ( pos )
local v12 = vmg.get_noise ( pos , 12 ) + 1
local v17 = vmg.get_noise ( pos , 17 )
local y = pos.y
if y > 0 then
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return v17 * 0.5 ^ ( y / altitude_chill )
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else
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return v17 * 0.5 ^ ( - y / altitude_chill ) + 20 * v12 * ( 1 - 2 ^ ( y / lava_depth ) )
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end
end
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function vmg . get_noise ( pos , i )
local n = vmg.noises [ i ]
local noise = minetest.get_perlin ( n.seed , n.octaves , n.persist , 1 )
if not pos.z then
return noise : get2d ( { x = pos.x / n.spread . x , y = pos.y / n.spread . y } ) * n.scale + n.offset
else
return noise : get3d ( { x = pos.x / n.spread . x , y = pos.y / n.spread . y , z = pos.z / n.spread . z } ) * n.scale + n.offset
end
end
local function round ( n )
return math.floor ( n + 0.5 )
end
function vmg . get_elevation ( pos )
local v1 = vmg.get_noise ( pos , 1 )
local v2 = vmg.get_noise ( pos , 2 )
local v3 = vmg.get_noise ( pos , 3 ) ^ 2
local v4 = vmg.get_noise ( pos , 4 )
local v5 = vmg.get_noise ( pos , 5 )
local base_ground = v1 + v3
local valleys = v3 * ( 1 - math.exp ( - ( v2 / v4 ) ^ 2 ) )
local mountain_ground = base_ground + valleys
local pos = pos3d ( pos , round ( mountain_ground ) )
local slopes = v5 * valleys
if vmg.get_noise ( pos , 6 ) * slopes > pos.y - mountain_ground then
pos.y = pos.y + 1
while vmg.get_noise ( pos , 6 ) * slopes > pos.y - mountain_ground do
pos.y = pos.y + 1
end
return pos.y
else
pos.y = pos.y - 1
while vmg.get_noise ( pos , 6 ) * slopes <= pos.y - mountain_ground do
pos.y = pos.y - 1
end
return pos.y
end
end
function vmg . spawnplayer ( player )
local angle = math.random ( ) * math.pi * 2
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local distance = math.random ( ) * player_max_distance
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local p_angle = { x = math.cos ( angle ) , y = math.sin ( angle ) }
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local pos = { x = - p_angle.x * distance , y = - p_angle.y * distance }
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local elevation = vmg.get_elevation ( pos )
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while elevation < water_level + 2 or math.abs ( vmg.get_noise ( pos , 2 ) ) < river_size do
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pos.x = pos.x + p_angle.x
pos.y = pos.y + p_angle.y
elevation = vmg.get_elevation ( { x = round ( pos.x ) , y = round ( pos.y ) } )
end
pos = { x = round ( pos.x ) , y = round ( elevation + 1 ) , z = round ( pos.y ) }
player : setpos ( pos )
end